MushroomSync
Shared server-authoritative config sync used by the other Mushroom mods. No gameplay of its own. Required by Combat Adjustments, Craftable Spawners, Haldor Expansion and Random Yggdrasil.
模組介紹 作者原文
Mushroom Sync
Shared server-authoritative sync for the Mushroom mods. The host decides, clients
follow, and nobody's local.cfg gets rewritten.
It has no gameplay of its own. It exists so the mods that need server-authoritative
settings share one implementation instead of four copies of the same 300 lines.
Required by
| Mod | Uses |
|---|---|
| Combat Adjustments | Config sync |
| Craftable Spawners | Config sync |
| Haldor Expansion | Config sync |
| Random Yggdrasil | Raw channel (world rotations) |
MushroomSync.dll must be installed wherever those are — on every client and on
the dedicated server. The release zip ships it alongside them, so extracting
MushroomMods-plugins.zip into BepInEx/ is enough.
Using it
Config sync, in a plugin's Awake, before binding settings:
[BepInPlugin(PluginGuid, PluginName, PluginVersion)]
[BepInDependency(MushroomSyncPlugin.PluginGuid)]
public class MyPlugin: BaseUnityPlugin
{
internal static ConfigSync Sync;
private void Awake()
{
Sync = ConfigSync.Create(PluginGuid, PluginVersion, Logger).Protecting(Config).OnApplied(ReapplyRuntimeState);
EnableThing = Config.Bind("General", "EnableThing", true, "...");
Sync.Register(EnableThing);
Sync.WatchForChanges(Config).Start();
}
}
After that EnableThing.Value returns the host's value on a synced client and the
local one everywhere else — no call site needs changing. Where you need to know
which you got, or want the local value alongside, use
Sync.TryGetSyncedValue(entry, out var v).
OnApplied matters for any mod that bakes settings into game objects: the config
changing is not enough, the values have to be pushed back in. It fires both when
host values arrive and when they are dropped.
Settings that must stay local
Sync.Exclude(SyncConfigInMultiplayer); // the opt-out itself
Sync.Exclude(GrantTableVersion); // server-only bookkeeping
An excluded entry is never sent and never overlaid.
Opting out
Two gates, deliberately separate:
Sync.GatedBy(() => LockConfiguration.Value); // host: publish, or stay quiet
Sync.AcceptedWhen(() => SyncEnabled.Value); // client: follow a host, or not
GatedBy is a host-side switch — it decides whether this machine publishes when
it is the server. Haldor Expansion uses only this: a client with LockConfiguration
off still follows a host that has it on.
AcceptedWhen is a client-side opt-out. Combat Adjustments passes the same
predicate to both, because its SyncConfigInMultiplayer means "do not sync at all".
Conflating the two is a bug worth naming: a host-side switch that also refused
incoming values would stop a client following a server merely because that client
would not have shared its own settings when hosting.
Pushing your own data
For anything that is not a config entry, use the channel directly — this is what
Random Yggdrasil does for world rotations:
var channel = SyncChannel.Create("MyMod.Thing", PluginVersion, Logger);
channel.WritePayload = pkg => { / server writes / };
channel.ReadPayload = pkg => { / client reads / };
channel.Cleared = reason => { / fall back to local / };
channel.Start();
channel.Broadcast(); // after the server changes something
SyncChannel.ReadCount(pkg) reads a length prefix with a sanity bound, so a corrupt
packet cannot make you allocate without limit.
Design
See docs/DESIGN.md for why it is built this way — the layering, why
it does not wrap login sockets the way ServerSync did, and why the value overlay is
read-only.
安裝與使用 安裝:BepInEx 外掛
- 本站下載的壓縮包就是模組本體,通常是 BepInEx 外掛(解壓後得到 .dll 或外掛資料夾)。
- 建議流程:用社群模組管理器(如 r2modman)選中本遊戲後匯入該模組,管理器會自動裝好 BepInEx 前置並處理依賴。
- 手動流程:先在遊戲目錄裝好 BepInEx 載入器,再把解壓出的 .dll 或外掛資料夾放進 BepInEx/plugins/。
- 啟動遊戲,BepInEx 控制台會列印載入日誌;確認這個模組出現在日誌裡即為安裝成功。
帶「前置依賴」的模組需要一併安裝,否則不會載入。功能開關通常在遊戲內或外掛自帶的設定檔裡調整。 多人連線時,主機與所有用戶端需要安裝一致的模組。
下面這些內容需要先安裝,否則該模組不會生效: